--- deliantra/server/include/libproto.h 2007/05/28 21:15:56 1.49 +++ deliantra/server/include/libproto.h 2008/04/21 23:35:24 1.58 @@ -1,27 +1,29 @@ /* - * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Crossfire TRT is free software; you can redistribute it and/or modify it - * under the terms of the GNU General Public License as published by the Free - * Software Foundation; either version 2 of the License, or (at your option) - * any later version. + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. * - * This program is distributed in the hope that it will be useful, but - * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY - * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License - * for more details. + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License along - * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 - * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . * - * The authors can be reached via e-mail to + * The authors can be reached via e-mail to */ +#ifndef LIBPROTO_H_ +#define LIBPROTO_H_ + /* anim.c */ extern void free_all_anim(); extern void init_anim(); @@ -148,7 +150,7 @@ extern int did_make_save(const object *op, int level, int bonus); /* los.c */ extern void init_block(); -extern void clear_los(object *op); +extern void clear_los(player *pl); extern int has_carried_lights(const object *op); extern void update_los(object *op); extern void update_all_map_los(maptile *map); @@ -158,12 +160,9 @@ extern void make_sure_not_seen(const object *op); /* map.c */ extern const char *create_pathname (const char *name); -extern int check_path(const char *name, int prepend_dir); extern int blocked_link(object *ob, maptile *m, int sx, int sy); extern void fix_container(object *container); /* object.c */ -extern signed long sum_weight(object *op); -extern object *object_get_env_recursive(object *op); extern char *dump_object(object *op); extern void dump_me(object *op, char *outstr); extern object *get_nearest_part(object *op, const object *pl); @@ -172,14 +171,10 @@ extern void free_all_object_data(); extern void update_turn_face(object *op); extern void update_object(object *op, int action); -extern void sub_weight(object *op, signed long weight); extern object *merge_ob(object *op, object *top); extern object *insert_ob_in_map_at(object *op, maptile *m, object *originator, int flag, int x, int y); extern object *insert_ob_in_map(object *op, maptile *m, object *originator, int flag); extern void replace_insert_ob_in_map(const char *arch_string, object *op); -extern object *get_split_ob(object *orig_ob, uint32 nr); -extern object *decrease_ob_nr(object *op, uint32 i); -extern void add_weight(object *op, signed long weight); extern object *insert_ob_in_ob(object *op, object *where); extern int check_move_on(object *op, object *originator); extern object *present_arch(const archetype *at, maptile *m, int x, int y); @@ -280,7 +275,6 @@ extern void print_tod(object *op); extern void time_info(object *op); /* treasure.c */ -extern void init_archetype_pointers(); extern bool load_treasure_file(const char *filename); extern object *generate_treasure(treasurelist *t, int difficulty); extern int level_for_item(const object *op, int difficulty); @@ -320,3 +314,40 @@ extern int set_variable(object *op, char *buf); extern void init_vars(); extern char *get_ob_diff(object *op, object *op2); + +/* former funcpoint.h */ +/* + * These function-pointers are defined in common/glue.c + * The functions used to set and initialise them are also there. + * + * Massive change. Those functions are just defined, no callback, and they should be implemented. + * This means glue.c code & such can go away almost entirely. + * Ryo 2005-07-15 + */ + +extern void move_apply(object *, object *, object *); +extern void draw_info(int, int, object *, const char *); +extern void clean_tmp_files(void); +extern void fix_auto_apply(maptile *); +extern void init_blocksview_players(void); +extern void monster_check_apply(object *, object *); +extern void process_active_maps(void); +extern void remove_friendly_object(object *); +extern void update_buttons(maptile *); +extern void move_teleporter(object *); +extern void move_firewall(object *); +extern void move_creator(object *); +extern void move_marker(object *); +extern void move_duplicator(object *); +extern void trap_adjust(object *, int); +extern void esrv_send_item(object *, object *); +extern void esrv_del_item(player *, int); +extern void esrv_update_item(int, object *, object *); +extern void esrv_update_spells(player *); +extern void set_darkness_map(maptile *m); +extern void dragon_ability_gain(object *, int, int); +extern void weather_effect(const char *); +extern object * find_skill_by_number(object *, int); + +#endif +